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Found 13 results

  1. SimpleLogistics is a Polyglot! It now speaks twelve languages. (English, Spanish, French, Italian, German, Chinese, Japanese, Korean, Russian, Swedish, Norwegian, an Brazilian Portuguese) Additions and corrections solicited and welcome! Download on SpaceDock, Github or Curseforge. Available on CKAN. SimpleLogistics! (Restocked)* This is the new thread. Original thread here. zer0Kerbal adopts for curation the mod known as SimpleLogistics created by @RealGecko for KSP 1.8.x (.NET 4.8 Unity 2019) Simple resource sharing among landed vessels (range ~2.5km) from the original thread: Lately my Munar base turned into a mess of eight different vessels connected together with KAS winches. FPS reduced dramatically, managing became nearly impossible. I turned my gaze on to USI MKS and it's Logistics feature, but MKS adds too much stuff I don't really need. So after hacking a little I discovered that all logistics is done by USI Tools mod and MKS is not really required to do the job. Instead of reinventing the wheel I created a set of patches to bring logistics to stock parts. But I was completely unhappy with the fact that I cannot transfer Rocket Parts from my RP printing lab to nearby RP freight. So I decided to create my won logistics system with Blackjack and .... whatever... How it works: Vessel must be landed (sounds familiar ) Each command capsule (and probe core of course) now has Logistics Module on board (switched off by default) As soon as module is enabled ship becomes a part of logistics network where each vessel share same resource pool Resources spread evenly across all resource capacitors over network with priority to less capacitive ones. That means that resource will be drained from bigger ones first, while preserving resources in smaller ones. Resources spread in physical range from active vessel (~2400 meters) Ships with no command module (debris) always become part of network WARNING!!! This does not work in background, only on active vessel and nearby ones. Vessel that is not the part of network may still request resources from pool Compatible with Community Resource Pack, so every resource is shareable as soon it is transferable Pure stock example: Build a simple power production ship, may be automated. For this example I'll use Fuel Cells: Oops I WANT IT! Spacedock as usual Don't forget about Module Manager Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager ToolbarController ClickThroughBlocker Recomends Toolbar (Blizzy's) Suggests On Demand Fuel Cells {ODFC)} Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods Repressurized)(TCP) Stork Delivery System (SDS) Biomatic B9 Stock Switches (BSS) Oh Scrap!: ScrapYard: DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Stork Delivery System (SDS) SimpleConstructon! Not So SimpleConstructon! Supports Kerbal Change Log Conflicts none known red box below is a link to forum post on how to get support Thank you: @linuxgurugamer for the toolbar/clickthroughblocker updates (and other things)! @tinygrox for the localization implementation and the ZN-CH localization! @fitiales for the Spanish (es-es.cfg) localization! @malanok1 for the German(de-de.cg) and Russian (ru.cfg) localization! @Lisias for the Brazilian-Portuguese (br-pt.cfg) localization! @translate.google.com for French, Italian, Japanese, Korean, Swedish, and Norwegian localization (corrections solicited and welcome!) License aka Legal Mumbo Jumbo GPLv3 Current: Source: GitHub License: *** All bundled mods are distributed under their own licenses*** *** All art assets (textures, models, animations) are distributed under their own licenses*** Original: Author: @RealGecko Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date * (Restocked) - used to reference post/pre zer0Kerbal adoption/curation/updates/changes
  2. Download on SpaceDock or Github or Curseforge. Also available on CKAN. ARPIcons (ARPI) Alternative Resource Panel Icons by @Olympic1 Add icons to popular mods! Adopted by @zer0Kerbal, originally by @Olympic1 FAQ by @Olympic1: What does this mod do? It adds new icons to the Alternate Resource Panel that aren't included in the main download. Can I add new icons for this mod? Yes! New icons for mods that add resources are always appreciated. Yes! New compatability patches for mods are always appreciated. Maintainers: zer0Kerbal Authors: Olympic1 TriggerAu Additional Changes incorporated from Kerbas-ad-astra Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies The following are needed to use these icons - [x] Kerbal Space Program (KSP) may work on other versions ]/YMMV/ - [x] Alternate Resource Panel by @TriggerAu - [x] Module Manager Recomends [x] Kerbal Changelog Suggests By zer0Kerbal - [x] On Demand Fuel Cells {ODFC)} - [x] Field Training Facility (FTF) - [x] Field Training Lab (FTL) - [x] Docking Port Descriptions(DPD) - [x] PicoPort Shielded (PPS) - [x] Transparent Command Pods Repressurized(TCP) - [x] Stork Delivery System (SDS) - [x] Biomatic - [x] B9 Stock Switches (B9S) - [x] KerGuise Engineering eXperimental (KGX) - [x] Oh Scrap! - [x] ScrapYard - [x] DaMichel's AeroRadial - [x] DaMichel's CargoBays - [x] DaMichel's Fuselage - [x] DaMichel's Spherical Tanks - [x] Stork Delivery System (SDS) - [x] SimpleConstructon! - [x] Not So SimpleConstructon! - [x] Stack Inline Lights - [x] Stack Inline Light Patches - [x] KaboOom! - [x] More Hitchhikers Under construction - [x] SimpleLife! - [x] SimpleDeadly! - [x] MoarKerbals! - [x] Nuke Tiny Parts Other wonderful mods - [x] TweakScale - [x] Community Resource Pack Supported Mods [x] TweakScale [x] Kerbal Changelog Install at least one of these mods to see the icons - [x] Alcubierre Warp Drive - [x] Community Resource Pack - [x] DangIt! - [x] Deadly Reentry - [x] Extraplanetary Launchpads - [x] Firespitter - [x] Ioncross Crew Support - [x] KSP Interstellar Extended - [x] Mission Controller 2 - [x] MoarKerbals! - [x] Not So SimpleConstructon! - [x] 'Project Orion' Nuclear Pulse Engine - [x] SimpleConstructon! - [x] SimpleLife! - [x] Snacks - [x] USI Life Support Mods that integrate these icons [x] Biomass [x] Deepfreeze Conflicts [x] none known Downloads You can download the icons pack by clicking on one of the links: red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original Author: @Olymplic1 Thread Download Source: GitHub License: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, which means: - You are free to share, copy and redistribute my work "as-is". - You may adapt, remix, transform, and build upon the material. Under the following terms: - You may not use the material for any commercial purposes. - You must use the same license as the original work. - You must credit the following people when publishing your derivatives in the download and forum posts: - TriggerAu (Alternate Resource Panel and icons) - Olympic1 (Icon Packs) - Kerbas-ad-astra {Contributor} - zer0Kerbal {Maintainer} See http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode for full details. Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.0.0.0 original: 01 Oct 2019 zed'K | updated: 11 Apr 2020 zed'K
  3. Download on SpaceDock or Github or Curseforge. Also available on CKAN. Alternative Resource Panel (ARP) by TriggerTech An alternate view of vessel resources plugin for Kerbal Space Program Adopted by @zer0Kerbal, originally by @TriggerAu Do not bother @TriggerAu with anything concerning this. Documentation / Manual Documentation Manual Preamble by @TriggerAu: About Basically the Alternate Resource panel displays a view of resources in the current vessel with a bit more clarity. It also lets you see the remaining value in the currently active stage for fuels as you fly - which is useful for asparagus staging. It also has some Staging capabilities added so you can stage from map view and also have autostaging on ascent (tied it in because of the resources/last stage tie in) The KSP Alternate Resource Panel is a plugin to the Kerbal Space program game and was created to provide me an alternate view of the resources list and also add some staging functionality to the map view. Basically installing this gives you an extra button labelled "Alternate" next to the Resources button in the top right corner. When you hover over it it will keep the panel displayed while the mouse is over any part of the panel, or if you click it it will be toggled on. It displays a list of all the resources that are present on your vessel with a bar graph of the amount on vessel and the amount remaining. It also has the following additional capabilities: Displays stage amount/usage - so you can see how much fuel is left in your current stage, esp in an asparagus configuration - Now configure which side the stage is displayed on (*New in 2.4.1.0) Adjust the order and Grouping of the Resources so they display how you like - some can even be set to only show up when a threshold is passed - Now with Drag And Drop and Separator Inserts (*New in 2.3.0.0) Optionally displays the change rate (or instant consumption) values Optionally displays time till empty/full (*New in 2.2.0.0) Optionally hide a resource on empty (New in 2.1.0.0) or on Full (New in 2.2.0.0) Select Resources to see part windows and look at individual components Transfer Resources between parts - like the standard part windows (*New in 2.1.0.0) Add Alarms to get visual and Audio queues for what needs attention - even add your own sounds Maintains settings and visibility between vessel switches/restarts KAC style update checker added Movable and lockable panel Option of the KSP or Unity styles Ability to add icons by simply placing files in the right folder Ability for Modders to provide icons with their mod and have them display in KSPARP Ability to configure the order of preference for icon sets Ability to configure resources to hide on full/empty as well as cater to disabled flows for full vessel resources Ability to configure non-staging resources to show Active/Reserve values using the green/blue bars (*New in 2.2.2.0) Optional Staging facility with Ability to Activate Stages in Map View, and Ability to use Space Bar in Map view to activate stages - like in standard flight mode Autostaging Controller to activate stages on engine flameout (*New in 2.1.0.0) Now contains icons for resources from: Kethane, Deadly Reentry, Extra Planetary Launchpads, KSP Interstellar, Life Support By Bobcat, RealFues, Near Future, TAC Life Support API for information reading and alarm acknowledgement (*New in 2.1.0.0) Currently is Feature Complete Here's some vision of the ARP in use - updated for 2.1 Hopefully @TriggerAu has built this simple enough that the pic below explains all you need... OK, we've moved past that point . The below will give you an eyeball at the main screen, but you will find the details on rest of the settings on the Documentation site linked below Player Created Icon Sets Icons by Olympic1 by Olympic1 [Icon Set by pheonix_ca] and [IMGUR Gallery][IMGUR:url] Network Connectivity Details This Mod contains a version checker which can be managed and triggered from the About tab of the settings. It is configured to check once a day by default, and this check also can be disabled. The technical details of it are as follows: It will once a day download this page https://sites.google.com/site/kspalternateresourcepanel/latestversion to read the current up to date version number. It issues an HTTP GET - and sends no data It parses the response for the version tag and then notifies you if there is a more recent version is available Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies [x] Kerbal Space Program may work on other versions ]/YMMV/ [x] Clickthrough Blocker Recommends [x] ARPIcons by @Olympic1 Suggests By zer0Kerbal - [x] On Demand Fuel Cells {ODFC)} - [x] Field Training Facility (FTF) - [x] Field Training Lab (FTL) - [x] Docking Port Descriptions(DPD) - [x] PicoPort Shielded (PPS) - [x] Transparent Command Pods Repressurized(TCP) - [x] Stork Delivery System (SDS) - [x] Biomatic - [x] B9 Stock Switches (B9S) - [x] KerGuise Engineering eXperimental (KGX) - [x] Oh Scrap! - [x] ScrapYard - [x] DaMichel's AeroRadial - [x] DaMichel's CargoBays - [x] DaMichel's Fuselage - [x] DaMichel's Spherical Tanks - [x] Stork Delivery System (SDS) - [x] SimpleConstructon! - [x] Not So SimpleConstructon! - [x] Stack Inline Lights - [x] Stack Inline Light Patches - [x] KaboOom! - [x] More Hitchhikers Under construction - [x] SimpleLife! - [x] SimpleDeadly! - [x] MoarKerbals! - [x] Nuke Tiny Parts Other wonderful mods - [x] TweakScale - [x] Module Manager - [x] Community Resource Pack Supported Mods [x] TweakScale [x] Kerbal Changelog Conflicts [x] none known Replaces [x] Alternate Resource Panel (original) Tags resource, skin, mod, ksp, plugin, mit, addon Downloads You can download the icons pack by clicking on one of the links: red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original Author: @TriggerAu Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v2.9.5.0 original: 01 Oct 2019 zed'K | updated: 16 Mar 2020 zed'K
  4. Orbital Survey Plus Recent Update Detailed Notes / Thoughts Introduction Does the insta-scanning capability of the M700 Survey Scanner keep you awake at night? Are you thirsty for more realism but uninterested in complex add-ons that ignore or replace the rest of the stock resource system or add lots of parts? You might be in luck! Orbital Survey Plus is a light-weight mod that provides you with a more realistic and intuitive way to perform surveys with the survey scanner while still using the rest of the stock resource system. Gone are the arbitrary inclination requirements and instant full-body witchcraft resource reveals! The M700 will now only reveal resource data for terrain it has passed over and scanned. How It Works After deploying the M700 Survey Scanner and pressing the "start survey" button, survey of the current body will begin. As long as altitude conditions are met (which are the same as stock behavior) the scan will progress, gathering resource information for the terrain under the vessel and draining electric charge. There are no other specific orbit requirements besides current altitude. As the scan progresses, survey data is accumulated, which can be transmitted back to the KSC. As soon as you transmit your first batch of survey data the stock resource overlay becomes unlocked. When you toggle the resource overlay, you will notice that regions that haven't been scanned and transmitted will be shrouded. As your vessel gathers more data as it passes over terrain, the resource overlay will become revealed for those regions after that data is transmitted. [Science] Not only does transmitting survey data back to the KSC reveal planetary overlays, it also yields science! [Biome Overlay] This mod adds a biome overlay toolbar button to go along with the stock resource overlay. The biome overlay will be shrouded in the same way for regions that haven't been scanned and transmitted by the survey scanner. [Background Scanning] Once you get your scanner going, feel free to leave it and launch more ships! Scans will progress in the background, so there's no need to stick around and time warp. [Settings] Many of the features of OSP can be tweaked or toggled through the KSP game settings menu. For example, if you're just here for the biome overlay, the advanced surveying feature can be disabled. Download Current Version - 2.3.6 for KSP 1.4.X | 1.5.X | 1.6.X | 1.7.X | 1.8.X Spacedock | Curse *ModuleManager included and required Source code available here on Bitbucket. Pictures! Video! (Thanks KottabosGames!) Changelog License Known Bugs - At the highest time warp speed scan lines can start to zig-zag - Entering the map view can swap the biome overlay with the resource overlay sometimes - Attempting to tweak the Scan Autocomplete Threshold in the options will peg the value to 0% or 100% (workaround: change it manually in the persistent file) I primarily built this mod for me, so I don't expect anything. But if you like it and you're the tipping type, feel free.
  5. Hello everyone, is there a way to force a generator to only operate in space or put a resource in space that can be collected by a generator?
  6. Can anyone reply with example source on how to write a resource consumer code ? I need it in form of custom code that will both consume a resource under specific conditions and manage loading/saving to/from persistence and vessel cfg (i already know how to handle load/save, i just mentioned it so it may be known in advance what my code needs to do). And if resource generation is also not so much different from consumption code, an example for that too would be appreciated.
  7. I need sound files for my part / plugin - and i couldn't find links in this forum i had found before. Any help ? Specifically, i'm looking for sounds of hydraulics (i had some luck finding a few promising sources) and a heavy door slamming sounds (as clean as possible from any echoes, this is a tough one for me). Some sci-fi versions are also welcome. I need them for sound of hydraulics driving a large metallic gate or door (that has a single rumbling thump). Also, if anyone has info on sound creation - used software, education and similar - i'd be thankful.
  8. I'm trying to get the ModuleResourceHarvester working for atmospheric CO2, but it doesn't show up on the part menu. Here's the cfg: PART { name = CO2Compressor module = Part author = Chirality mesh = compressor.mu scale = 1 rescaleFactor = 2.1 node_attach = 0.03, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = precisionEngineering entryCost = 6400 cost = 20 category = Utility subcategory = 0 title = Surface Mount CO2 Compressor manufacturer = Chirality Technologies description = Filters CO2 out of the atmosphere and compresses it. Fuels CO2 thrusters! attachRules = 0,1,0,0,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf MODULE { name = ModuleResourceHarvester HarvestorType = 2 Efficiency = 0.15 ResourceName = CarbonDioxide ConverterName = CO2 Filtration StartActionName = Start Filtering CO2 StopActionName = StopFilteringCO2 AutoShutdown = true UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } } MODULE { name = ModuleResourceConverter ConverterName = CO2 Compressor StartActionName = Start Compressor StopActionName = Stop Compressor AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 1.0 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 20 } OUTPUT_RESOURCE { ResourceName = LqdCO2 Ratio = 0.1 DumpExcess = true FlowMode = ALL_VESSEL } } } The converter function works (or at least, it shows up). Any ideas?
  9. Hey all. As of late I've been playing around a bit with module manager and just editing .cfg files, mostly as a way of familiarizing myself more with KSP's back-end, and partly because I do have some interest in maybe developing some kind of mods in the future, even if only for practice/personal use. Anyways, I spent the better part of my afternoon and evening today playing around with resource definitions and modules, and as a practice exercise I've been trying to make a simple set of .cfg files for a resource pack (Stuff like water ice, carbon, uranium ore, and processing these materials into other things with ISRU units). I get the gist of what I'm doing but there are a few things that I've yet to find answers to, and I'm looking for advice. Forgive me if my questions have been asked before. I did some googling, and found next to nothing, so I suspect this isn't a problem, but if so, please feel free to point me to the exisiting posts. 1) in the ResourcesGeneric.cfg file (GameData/Squad/Resources), what is hsp, and is it worth modifying for a new resource? 2) in the Ore.cfg file, I understand that I'm looking at the resource distribution parameters, but I don't know what Variance or Dispersal correspond to, also 3) is the PressenceChance parameter per planet? Per Biome? Per savefile? 4) still in Ore.cfg, what is ResourceType? I've yet to see an example of anything not equal to zero for that parameter... 5) It occurs to me that a few resource parts are configured by default to only work with the standard "Ore" resource, such as the Narrow Band Scanner, and the Drill Parts. Is there a simple way to make either of these function for all available resources, or must I add new modules to the .cfg for every mineable resource? 6) how do these changes apply to asteroids? do I have to use a MM patch to add mineral resource to a roid? Or are all of the other resource definition and distribution cfgs enough? I'm sure that I'm yet to encounter more questions on the topic of Resources, ISRUs, Drills, and scanners, so If you can think of anything else helpful for working on this kind of stuff, please, don't hesitate to fire your pointers my way! Happy Launching, happy Modding!
  10. Hi I'm trying to modify some part, and I'm putting empty resource in the parts, like this RESOURCE { name = EnrichedUranium amount = 0 maxAmount = 50 } But now my part show up with negative price tag. It's like the cost of the part is inclusive the resources. Is that true? Or is it something else, like a bug or me doing something wrong?
  11. Hello world SirLaurenceNZ here and I recently had an idea for an interesting concept (if you know of anyone who has previously brought up this idea up previously I'd love to know and knowledge them.) The idea placing your rockets from the VAB on the launchpad with empty fuel tanks, then using a vehicle with the appropriate mining equipment to refuel your rocket prior to launch. This can be done using a set of radial decoplers with fuel cross feed on and a docking port (which can be ejected before launch.) Alternative ideas that might be worth investigating in terms of refueling is having a helicopter type plane with jet engines and rcs for lateral translation. this would help you to refuel things from above if refueling if the angle on the launchpad is not an option. Below is an example which I had tested on the grass next to the runway and also on the launchpad (the launch pad is significantly more difficult.) Note, the three of those fuel tanks would refuel in approximately 7-8 days (ksp time) adding essentially a construction time for fueling your rocket. http://imgur.com/a/LjDQV (anyone know how to directly attach an image?) I'd just like to thank Marcus House for highlighting fuel costs in career mode in the most recent episode of his great LP (180k funds in fuel,) cheers. Marcus's channel here --> https://www.youtube.com/channel/UCBNHHEoiSF8pcLgqLKVugOw/videos (suggested improvements is using the claw instead of the docking port, cheers Marcus)
  12. Hi All, I realise an accurate answer is impossible due to the vast variety of mods and other factors, but here it is: How much of an impact on RAM, CPU or other limiting resources does the average non-part/texture plugin take? If Im on 90-95% RAM usage, and have already made my peace with the fact that more parts will likely cause much more frequent crashes, is it worth contemplating mods like "CraftHistory", "Ship Manifest", "Persistant Rotation" etc.? Or should i just forget it until I can increase my RAM? I don't need to know the properties of those exact mods, just wondering in general, because there are one or two that have caught my eye, but I have just reached a point of stability with my build and dont want to rock the boat too much Thanks! Pete
  13. I get my fuel from Minmus using a large ISRU lander. (photo below). I seems to take a lot longer than it did on some previous missions. In my latest fuel mission, I have 8 drills taking up 0.00525 units of ore/second. But after 30 days, I only get 1103 units of liquid fuel. (Using Lf only on the ISRU converter.) By my math, this is 1/5 of what I should have gotten?